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Install
$ agentstack add skill-mrcalderon3d-everything-game-dev-code-memory-budgeting ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Memory Budgeting
Purpose
Define residency and memory budgets so content, streaming, and runtime systems fit target platforms.
Use When
- the project has constrained hardware targets
- memory spikes cause instability
- large content sets are growing
Inputs
- target platforms
- asset classes
- streaming model
- system residency assumptions
Process
- budget memory by asset and system class
- define who owns loading and unloading decisions
- measure peak and steady-state memory in representative flows
- flag accidental hard references or pinned content
- connect fixes to content and architecture owners
Outputs
- memory budget sheet
- residency rules
- peak-memory review notes
- ownership map
Quality Bar
- makes ownership, state flow, and failure behavior explicit
- improves maintainability without over-abstracting
- supports testing, debugging, and safe iteration
Common Failure Modes
- coupling systems through hidden globals or timing assumptions
- writing logic that is hard to test or debug
- optimizing the wrong layer before measuring
Related Agents
- performance-reviewer
- technical-artist
- build-engineer
Related Commands
- memory-budget
- verify
- release-check
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MRCalderon3D
- Source: MRCalderon3D/everything-game-dev-code
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.